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John M. Carroll, Penn State University
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DOI 10.1007/978-3-031-02196-1
Victor Kaptelinin
University of Bergen and Umeå University
Bonnie Nardi
University of California, Irvine
KEYWORDS
activity theory, post-cognitivist theory, object-orientedness, hierarchical
structure of activity, mediation, externalization, internalization,
development, activity system model, agency, experience, activity-centric
computing, hn-HC
Contents
Preface
3 Agency
A Typology of Agents
Artifacts
Conclusion
5 Activity-centric computing
A historical account of activity-centric computing
Activity-centric computing and activity theory
Current issues and prospects for future research in activity-centric
computing
A variety of perspectives in activity-centric computing
Design challenges and solutions
Evaluating activity-centric technologies and environments
Bibliography
Authors’ Biographies
Preface
In graduate school, one of our professors once said, “Social theory should
be judged according to standards of truth, beauty, and justice.” The authors
judge activity theory highly, but we recall this statement to draw attention to
the burden of the professor’s message which asserts that theory is a special
kind of artifact embodying the highest human values. Encountering activity
theory provides an opportunity not only to learn the specifics of the theory
but to pause for reflections on the standards to which we hold science and
design.
Truth is no easy thing. It is legitimate to be troubled by simplistic
notions of truth, to believe only in partial truths, to insist on the wobbly
provisionality of all knowledge. But we can still root for the truth because
in practice, whether the quotidian empirics of everyday life or the grand
labors of Nobel Prize-winning scientific research, we prefer to know rather
than not to know. Truth in theory speaks to a fundamental human
orientation to reality.
The beauty of theory is perhaps less apparent. Aesthetic qualities are,
however, apprehended readily enough when one immerses in theory. The
revelatory experiences theory permits occur as moments of altered
perception when we see what we did not see before, when refigured ideas
and objects educate us to understand the world more complexly. These
moments move us as deeply as an artist’s unique visions. The standard of
beauty in theory is part of its essence as much as truth-seeking.
We puzzled over the “justice” part of the professor’s statement for
some years. Finally we came to see it as the most important quality of a
theory of social life. This standard seems a contradiction though—perhaps
the truth is not just and it would be disingenuous or delusional to pretend
otherwise. But social theory inevitably weaves itself back into the practices
of our lives. If we believe that man is a rational problem solver, maximizing
utility, we begin to design institutions around that notion, to live as though
it were true. The injustices of this view need not be retailed here (but they
start with “man”). Activity theory is animated by an optimistic, positive,
forward looking prospect in which imaginative reflexive activity always
holds possibilities for just action. The caring notion of development
foundational to activity theory proposed, from activity theory’s earliest
beginnings, that we humans are responsible for one another’s development,
and that growth and change continually renew our potentials as human
beings. Early activity theory research concerning education for the lower
classes, improved services for the disabled, and more just means of
educational testing deliberately focused on areas in which important aspects
of human development were at stake.
Now as we design and analyze digital technologies that affect billions
of people we are in part responsible, through the agency of these powerful
technologies, for broad swaths of the course of human development—
education, social life, commerce, governance. To the extent that
technologies are inflected by figurations of theory, consequential action
depends on the standards of the theories we invoke.
Throughout the writing of this book it has been a pleasure to work with
Jack Carroll, Series Editor, who gave us the opportunity to contribute to
Morgan & Claypool’s Synthesis Lectures on Human-Centered Informatics.
Many thanks to Morgan & Claypool editor Diane Cerra for her flawless
good sense, flexibility, enthusiasm, and guidance. We are grateful to Liam
Bannon, Susanne Bødker, and Clay Spinuzzi for astute comments on earlier
version of the manuscript. Errors and omissions remain our own.
THEORY IN HCI
The need for theory in human-computer interaction (HCI) is not self-
obvious. Much of HCI research, let alone practice, does not use any theory
(at least, not explicitly). Concrete user studies, as well as design or
evaluation projects, often describe the methods employed but are rarely
framed within a theoretical framework.
However, a closer look reveals that theory in HCI plays a more
substantial role than what skimming through journal and conference papers
in the field might suggest. First, even though papers and books explicitly
referring to theory—any theory—are a minority, their absolute number is
not insignificant. Table 1.1 shows the number of hits produced by using the
names of selected theoretical frameworks as search strings in the ACM
Digital Library. The figures suggest that hundreds of studies are employing
theory, one way or another. Second, and more importantly, while not
statistically prevalent, theoretical and theory-informed explorations in HCI
have greatly contributed to the shaping of the field as a whole.
The very emergence of HCI as a field of research should be credited to
adopting the information processing psychology perspective on human
interaction with technology (Card et al., 1983). Information processing
psychology contributed to the development of the field in a variety of ways.
It served as a cross-disciplinary matchmaker by bringing together
psychologists interested in computer technology and computer scientists
interested in user interfaces and user behavior. It provided a common
language that could be used by people with different disciplinary
backgrounds. And it was instrumental in defining the agenda of early HCI,
with its focus on formal (or semiformal) interaction models and controlled
experiments.
Around the late 1980s–early 1990s, when HCI was reinventing itself
as a field dealing with “human actors” rather than “human factors”
(Bannon, 1991), theoretical considerations were also of central importance.
The shift from the “first wave HCI” to the “second wave HCI” (Cooper and
Bowers, 1995) was motivated by the need to overcome the limitations of
information processing psychology as a theoretical foundation for HCI
(Carroll, 1991). A variety of theoretical approaches were proposed as
alternative frameworks for the second wave HCI (Kaptelinin et al., 2003).
They included, among others, phenomenology (Winograd and Flores,
1987), the situated action perspective (Suchman, 1987), activity theory
(Bødker, 1991), and distributed cognition (Hollan et al., 2000; Norman,
1991). These frameworks contributed to extending the scope of HCI and
prioritizing understanding and supporting meaningful human action and
social interaction in everyday contexts.
THEORETICAL LENS
One of the most common ways of applying activity theory in HCI is using
its concepts when analyzing empirical evidence obtained in a study. Bryant
et al. (2005) interviewed expert contributors to Wikipedia and used
Engeström’s activity system model as a conceptual tool for understanding
the development of novices into “Wikipedians.” The authors showed that
the development can be described in terms of the transformation of
subjects, transformation of tool use (e.g., the use of editing tools and
watchlists), as well as transformation of subjects’ perceptions of
community, rules, and division of labor.
Empirical studies of collaboration conducted by Carroll and his
colleagues (Carroll et al., 2006; Carroll, 2012) suggest that in real-life
contexts the phenomena of awareness—one of the key objects of study in
CSCW research—include more than merely awareness in respect to joint
actions, mutual presence, and shared situations. Carroll observes:
In framing activity awareness, we appropriated the concept of activity from Activity
Theory, to emphasize that collaborators need be aware of a whole, shared activity as
complex, socially and culturally embedded endeavor, organized in dynamic
hierarchies, and not merely aware of the synchronous and easily noticeable aspects of
the activity (Carroll, 2012).
1We do not aim to provide a representative overview of HCI and interaction design
research informed by activity theory. Such overviews can be found elsewhere (see,
for instance, Bertelsen and Bødker, 2003; Kaptelinin and Nardi, 2006; Nardi,
1996a,b, and Wilson, 2008).
CHAPTER 2
INTRODUCTION
Since early work in HCI and activity theory such as Bødker (1989) and
Nardi (1996a), “activity” has entered the HCI conversation as researchers
attempt to reformulate study in more expansive ways sensitive to the
realities of our lives. As Moran (2005a) noted, “Activity is a central
theoretical construct in HCI/CSCW research and theory.” This welcome
development demonstrates a serious commitment to apprehending the
complexity of human life as a necessary research strategy in HCI.
However, it is often the case that even within more expansive
approaches, “activity” is undertheorized. It is used primarily in an intuitive
or common sense way. Activity theory goes beyond commonsense/intuitive
notions of activity and takes a close look at what activity can mean in more
precise, theoretically informed ways. In this chapter we examine how
activity theory conceives activity.
We present an introduction to activity theory, its basic concepts and
principles. We start with a discussion of the notion of activity as a
psychological concept as it was developed in Russian psychology of the
early 20th century, and reflect on the historical roots of activity theory. Then
we give an overview of the underlying ideas and principles of the activity
theoretical approach developed by Alexey Leontiev (1978; 1981), and,
finally, describe the version of activity theory, based on Leontiev’s
approach, which was proposed by Yrjö Engeström (Engeström, 1987;
Engeström et al., 1999).
A few clarifications are in order before we proceed further. First, this
introduction reflects our own attempt to discern and organize the underlying
ideas of activity theory, which are seldom presented in a concise and
structured way in the original texts by Leontiev and other scholars who
contributed to the development of the approach. Other interpretations of the
basic concepts and principles of activity theory can also be found in the
literature. While these interpretations are largely consistent with one
another, they may differ in certain details.
Second, this chapter specifically deals with two versions of activity
theory: the approach developed by Leontiev and a closely related approach
proposed by Engeström. By “activity theory” in general we mean an
aggregated framework comprising a combination of these two approaches.
There are other approaches, which have “activity theory” in their names, as
well. A systematic exploration of the question of what (if any) conceptual
links are there between these approaches and the ones developed by
Leontiev and Engeström is beyond the scope of our discussion here.
Third, various transliterations of the Russian last name “Леонтьев” are
found in the literature. In addition to “Leontiev,” the spellings employed
include “Leont’ev,” “Leontjew,” and so forth. To avoid possible confusion,
we uniformly use “Leontiev” throughout the book. Alternative spellings are
additionally indicated in the reference list, when appropriate.
Despite their differences, both activity theory and Buddhism consider the
contradistinction between the subject and the object as something that is not
inherently given but rather produced by action.
In Western thought the fundamental insight of the inseparability of
subjects and objects is expressed, for instance, in the philosophical views of
Hegel and Marx, Goethe’s poetry, Brentano’s “act psychology,” and the
ecological psychology of Gibson.
Figure 2.1: The structure of an instrumental act, based on Vygotsky (1982). “A-B”
represents a simple association between two stimuli, underlying a natural mnemonic
act. When memory transforms into a high-level psychological function, this
association is replaced with an instrumental act comprising “A-X” and “X-B.”
Figure 2.2: The hierarchical structure of activity. Activities are composed of actions,
which are, in turn, composed of operations (left). These three levels correspond,
respectively, to the motive, goals, and conditions, as indicated by bi-directional arrows.
FUNCTIONAL ORGANS
An activity-theoretical concept of special relevance to HCI is the concept of
functional organs. The origins of this concept can be traced back to earlier
works, for instance, those by the Russian physiologist Ukhtomsky, who
defined functional organ in a broad sense as: “Any temporary combination
of forces which is capable of attaining a definite end” (Ukhtomsky, 1978,
cited in Zinchenko, 1996). Leontiev (1981) elaborated this concept by
introducing the idea of functional organs as created by individuals through
the combination of both internal and external resources. Functional organs
combine natural human capabilities with artifacts to allow the individual to
attain goals that could not be attained otherwise. For instance, human eyes
in combination with eyeglasses, binoculars, microscopes, or night vision
devices, constitute functional organs of vision that may significantly extend
human abilities.
To create and use functional organs, individuals need special kinds of
competencies (Kaptelinin, 1996b). Tool-related competencies include
knowledge about the functionality of a tool, as well as skills necessary to
operate it. Task-related competencies include knowledge about the higher-
level goals attainable with the use of a tool, and skills of translating these
goals into the tool’s functionality.
One implication of the notion of functional organs is that distribution
of activities between the mind and artifacts is always functional. It only
takes place within subsystems that have specific functions, more or less
clearly defined. Such subsystems, whether distributed or not, are integral
parts of the subject, who makes ultimate decisions on when to use
functional organs and whether they have to be updated, modified, or even
completely abandoned. Therefore, the subject must have competencies of a
special type to create and use functional organs efficiently. These
competencies, which can be labeled as meta-functional, provide integration
of functional organs into the system of human activities as a whole
(Kaptelinin, 1996b). In contrast to tool-related competencies and task-
related competencies, meta-functional competencies are not directly related
to employing functional organs for reaching goals. Instead, they deal with
the coordination of multiple goals that can be attained via one action, with
limitations of functional organs (for instance, which goals cannot be
achieved with them), and with side effects, maintenance, and
troubleshooting.
Figure 2.3: Three-way (mediated) interaction between subject, object, and community
(adapted from Engeström, 1987).
Figure 2.4: Engeström’s activity system model.
Agency
The term “agency” is used in many different ways. We examine its place in
activity theory and suggest some extensions to notions of agency. The
nature of agency is an old and ongoing debate. It has been reintroduced into
contemporary social theory by actor-network theory (Latour, 1993; Law
and Callon, 1992; see Kaptelinin and Nardi, 2006). We will suggest that
different kinds of entities can exhibit different kinds of agency depending
on circumstances. In other words, agency is not a simple property of a
subject or thing. It is an important concept for HCI and activity theory
because of the principle of mediation. Entities mediate according to the
kinds of agency they are capable of.
For Leontiev, the primary type of agency was the agency of individual
human subjects. We define human agency as the ability and the need to act.
The most basic meaning of the “ability to act” is the ability to produce an
effect, following standard dictionary definitions. However, this meaning is
too broad for our purposes. If “acting” is understood as just producing an
effect, then the ability to “act” is a property of anything that exists, either
physically or ideally; any object, process, or idea. A narrower definition of
acting is producing an effect according to an intention. The “need to act”
encompasses biological and cultural needs. It is important to note that we
use this distinction exclusively to refer to the origins of needs. Of course, all
human needs are social in the sense that the way they are manifested and
experienced is determined by the individual’s development in social
context. The criteria of what an individual considers healthy, attractive,
prestigious, and so forth, are determined by the immediate and general
cultural environment. The meaning of objects as things that can potentially
meet the needs of an individual is established socially. For instance,
religious norms can prescribe that potentially edible things are not
perceived as food.
However, humans are animals too, and, as any animals, must meet
their biological needs. Throughout biological evolution, a driving force of
development has been meeting the basic needs of organisms. By “biological
needs” we understand the needs that ensure survival and reproduction. The
invisible evolutionary background of human agency means that biological
needs are deeply ingrained in the nature of human agency. On the other
hand, the human adaptation of culture created a powerful new set of needs.
Cultural needs have the potential to change rapidly and to proliferate in
number far beyond basic biological needs.
Intentions are driven by biological needs to ensure survival and
reproduction, and by cultural needs established socially. Humans
themselves are the realization of cultural needs expressed in the intentions
of others. We embody cultural needs as a result of our activity and the
activity of others who act on us. The surgeon’s hands, the attorney’s mind,
the athlete’s body—such agencies are the result of object-oriented activity.
Those who act on us to make us who we are include family, friends, peers,
teachers, coaches, and co-workers, as well as the wider culture.
A TYPOLOGY OF AGENTS
To gain a more nuanced view of agency, we move beyond the usual binary
schemes. As can be seen in Table 3.1, we avoid binaries such as human-
machine agency (Rose et al., 2005) and human-material agency (Pickering,
1993). Too much is obscured in such schemes. We theorize different kinds
of entities that can be agents, as well as the possibility of delegating agency.
We consider several dimensions as a basis for categorizing agents more
flexibly. We argue that under varying circumstances, different kinds of
agents may exhibit similar agencies.
Table 3.1 first makes a distinction between agents that are living or
non-living. In Chapter 2 we established that not any entity is a subject. A
subject lives in the world and has needs. Non-living things do not have
needs.
Next, the table distinguishes between human and non-human living
beings according to the kinds of needs they have. Humans have basic and
cultural needs. Other living beings have basic needs only. We distinguish
two kinds of non-human living beings: those that are the product of cultural
needs and those that are not. The category “non-human living beings
(cultural)” includes organisms such as domestic animals, plants, fungi, live
vaccines, clones, and genetically engineered plants and animals. In other
words, there are organisms that have evolved outside human intention and
those that have been cultivated, cultured, husbanded, bred, cloned, or
genetically modified. The latter result from some human activity motivated
by a cultural need.
The dimension “realize intentions of humans” denotes things (natural)
and things (cultural). Things that result from a human intention produced in
a cultural milieu are artifacts. A speed bump slows a driver because it is
designed to do so. A fence keeps in the sheep, a vaccine deters disease, a
field of pumpkins is harvested for jack-o-lanterns. By contrast, an ocean
current moves sea life with an agency that has no intention. A volcano
erupts and covers a town with ash, a comet explodes. Effects ensue without
intention.
The final column in Table 3.1 is social entities. Social entities are
comprised of entities from all the other columns. They produce effects, and
they can be said to have cultural needs (if they are to survive and reproduce
themselves, certain things have to happen), and they realize human
intentions. But because they are a composite of the other four entities, they
have perhaps changed to a different level of abstraction for which the
dimensions of the table are insufficient. However, the notion of macro-
actors in actor-network theory suggests that social entities have “interests”
and can be seen as agents in their own right. In actor-network theory, large-
scale entities—for example, the European Union, Silicon Valley, the space
program, high-tech, organized crime—can be said to have interests.
The cells in the leftmost column of the table identify different kinds of
agencies. Rows 3-5 identify dimensions of these agencies. Row 3 indicates
that all agents can produce effects. Row 4 indicates that when producing
effects, some agents realize biological needs. Row 5 indicates that when
producing effects, some agents realize cultural needs. Row 6 indicates that
an agent may realize the intentions of (other) humans. For example, the
Mars probe realizes the intentions of the scientists who built it. A
schoolchild learning to read realizes the intentions of parents and teachers
(and her own intentions in most cases).
Table 3.1: Forms of agency
ARTIFACTS
Artifacts are special agents that are the product of cultural needs. Humans
have gained some control over our needs through the design and
deployment of artifacts that embody our intentions and desires. We are able,
in the lifetime of a single individual, to create new solutions to meet needs
as conditions change. As we saw in Chapter 2, artifacts empower people
through the use of technical and psychological tools. Activity theory
conceptualizes the potency of human agency in part through the principle of
mediation: tools empower in mediating between people and the world.
People “appropriate” tools in order to empower themselves to fulfill their
objects (Wertsch, 1998). The principle of mediation clearly indicates that
things have agency, because if they did not, they could not act as mediators.
In a vivid historical example, Zinchenko (1996) observed, “Communist and
fascist symbols acquired such fanatic energy that . . . they nearly devoured
the great cultures of Russia and Germany.”
Functional organs are a special kind of mediator. Zinchenko (1996)
discussed the cellist Rostropovich and the quality of mediation provided by
his cello. When asked in an interview about his relationship to his cello,
Rostropovich replied:
There no longer exist relations between us. Some time ago I lost my sense of the
border between us. . . . In a portrait [by the painter Glikman] . . . there I was—and my
cello became just a red spot at my belly . . . (quoted in Zinchenko, 1996).
INTRODUCTION
7http://chi2012.acm.org/.
CHAPTER 5
Activity-centric computing
Activity parsing
Integration of resources in activity-centric computing systems cuts across
different types of information objects, but not different activities. An
activity-centric system can only be useful if collections of resources, linked
to their respective activities, are kept separate from one another. In order to
ensure that information objects linked to different activities do not mix
together, a system should be able to map resources and other information to
specific activities.
The strategies employed in current activity-centric systems for
differentiating between separate activities can be divided into three
approaches: space-based, tag-based, and inference-based strategies.
Systems adopting the space-based approach such as ROOMS, the Task
Gallery, and Giornata, provide multiple workspaces (e.g., virtual desktops),
dedicated to particular activities or groups of activities. The user sets up a
dedicated space as an activity context; everything taking place in the space
is linked to the activity at hand, while information objects related to other
activities are not displayed at all. Switching between spaces indicates to the
system that the user is switching between different activities, which ensures
that events and objects corresponding to the different activities are not
mixed together.
Tag-based systems, such as UMEA or “project” labels in some
versions of Mac OS, allow the user to simultaneously work with
information objects belonging to different activities displayed in the same
workspace. The objects are linked to their respective activities logically, but
not necessarily spatially. Finally, inference-based systems such as
TaskTracer employ various types of indirect evidence to make an informed
guess about the resources the user might need to carry out the task at hand,
and provide convenient access to the resources at appropriate points in time.
The main challenge for designing effective and efficient support for
activity parsing is finding a trade-off between the potentially conflicting
requirements of flexible integration, low overhead, and reliability. Space-
based systems reliably keep different activities apart, but when the user
needs to combine information objects from different activity contexts to
carry out the task at hand, it may be difficult because of the strict separation
between activity spaces. Tag-based systems allow for flexible organization
of resources linked to different activities, but maintaining tags may create
increased overhead. Inference-based systems may radically decrease
activity management overhead but are inherently inaccurate, or
“noisy”(Moran, 2005a) and therefore may not be reliable enough.
Relative strengths and weaknesses of different activity parsing
strategies may depend on various factors. For instance, the advantages of
space-based systems can only be enjoyed if large display surfaces, allowing
the user to simultaneously view and manage several activity-specific
workspaces, are provided8. Inference-based systems may be more reliable
when different activities are associated with non-overlapping sets of
resources compared to when the same resources are shared by several
activities. Understanding advantages and disadvantages of different activity
parsing strategies requires further research. An intriguing related issue is
possible ways to combine several strategies within a single system. One
such effort is the UMEA system, which allows the user to select one project
from a list and then automatically adds project tags to all resources
employed by the user, until the user switches to another project (or quits the
system). The underlying strategy can be classified as predominantly tag-
based but the system also employs some inference to minimize overhead.
8The advantages do not necessarily scale up to wall-size displays, since such displays
may incur additional costs; for instance, they may make it necessary for the user to
move a few meters to switch between simultaneously displayed workspaces.
CHAPTER 6
INTRODUCTION
As a final step toward generatively linking activity theory with current
developments in HCI, we return to some of the concerns raised in Chapter
1, in particular the notion that purposeful collaborative transformation of
the world finds expression in theory. We address recent research in human-
computer interaction that could fruitfully deploy a theoretical approach such
as activity theory. As a point of departure, as well as homage, we use the
foundational human information processor model (Card et al., 1983) as a
touchstone. We leverage the model for what it tells us about aspects of HCI
historically and in the contemporary moment.
While HCI has changed in countless ways since 1983, the human
information processor model retains significant influence (Clemmensen,
2006). It deserves our continuing admiration for establishing a solid basis
for the scientific study of HCI. In the following analysis, the model stands
as a contrastive point of reference for certain aspects of newer work which
we will call “human needs HCI” or “hn-HCI.” This work comprises a
cluster of several ambitious streams of research that have emerged in the
last five years. The research is historically grounded, shaped around
complex real world problem spaces, and conceived as a response to these
problems. hn-HCI foregrounds sociotechnical environments that speak to
urgent human needs. This focus contrasts with “research projects and
commercial undertakings focused . . . on perceived needs or manufactured
needs” (Tomlinson et al., 2012). We use the term hn-HCI not to create
dichotomous categories of HCI research, but to bring forward and celebrate
research with clear commitments to social justice, equity, and goals beyond
profit, or, as Stetsenko (2008) says (in her passionate way), “goals including
the shift away from narrowly economic interests, unfair international
policies, mindless consumption, and pernicious instrumentalism.” hn-HCI
research includes (but is not limited to) sustainable HCI, interactive and
collaborative technologies for development (ICTD), crisis informatics,
comparative informatics, and collapse computing. This research is not
wholly contained within HCI, but HCI has made major contributions,
helping shape agendas and introduce unique perspectives.
Projects in hn-HCI, and the trends to which they have given rise,
contribute to what Clemmensen calls “a rush of different theories and
frameworks into HCI” (2006) (some of which we have analyzed in past
discussions of distributed cognition, situated action, and so on [Kaptelinin
and Nardi, 2006; Nardi, 1996a]). How do we understand these trends and
their needs for theories and frameworks? In this chapter we discuss hn-HCI
and suggest how activity theory may prove useful in supporting its
development. We appropriate the human information processor model—
with its persistently influential intellectual commitments to controlled lab
studies, a nomothetic, ahistorical approach, and the generalizability of
“mechanisms” of action—in order to throw a light on the particularly
difficult challenges hn-HCI has set for itself, and the conceptual needs that
issue from those challenges. hn-HCI is not merely an instance of the
computer reaching out to wider spheres of “users” (Grudin, 1990)—a
standpoint in which the computer is still the center of the universe—but
represents a bold turn toward conceiving HCI as an approach to design that
analytically subordinates itself to concerns embedded in complex
sociotechnical contexts. These contexts are characterized by aggravated,
persistent problems—the environment, poverty, education, disasters, cross-
cultural communication, societal decline.
While spanning a broad range of domains and topical areas, the
research questions in each stream of hn-HCI share important characteristics:
they are historically-sensitive; they presuppose analysis at the level of
systems, and they are what we might loosely call “reality-based”9. Moving
out of the lab and into the real world, hn-HCI research is motivated by deep
interests in visible, sometimes shocking, problems of human life. The
research is grounded in identifiable domains that provide the specific
context of particular realities. hn-HCI presents a significant opportunity for
studies of human-computer interaction to materially impact arenas of global
concern. We locate activity theory as a framework that speaks to emergent
problematics of hn-HCI.
Our discussion does not comprise a literature review of hn-HCI (which
is beyond the scope of the book), but shows potential connections to
activity theory. Research in hn-HCI has developed inductively, driven by
heartfelt worries about resource scarcity, human rights, inequality, and other
social anxieties, but also by perplexing problems of cross-cultural
communication and collaboration in the workplace, as well as the impacts
of ICTs on national and cultural identities. We believe that these inductively
emergent areas of investigation should seek to mature into more
conceptually sophisticated, theoretically informed practices. Not only
would each individual stream of research benefit from firmer theoretical
footing, but the individual streams should, over time, connect with one
another, enriching, and mutually influencing one another. While the
research streams may ultimately remain only loosely coalesced, it is
important that theoretical and conceptual bridges encourage dialogue and
cross-fertilization for greater impact. As Stetsenko (2008) noted, often the
impact of sociocultural research is diminished as different schools of
thought lodge themselves in separate academic domiciles, foreclosing
opportunities for integration and greater influence.
We note that hn-HCI is a recent development. Publications have nearly
all appeared since 2007. How is it that HCI has developed so powerfully so
recently? It is difficult to say with certainty “why now,” but we think that
two causes are evident. First, HCI has matured into a robust sub-discipline
of research lending scholars and practitioners confidence and assurance
enough to tackle difficult problems of wide scope. Second, many in the
community feel that global problems and issues seem only to intensify.
Rather than moving toward solutions, the difficulties of our times
measurably deepen (Diamond, 2004; Tainter, 1990, 2006; Vardi, 2009; see
Tomlinson et al., 2012). hn-HCI is a response to a shared sense that HCI
has, in the intervening years since the human information processor model
grounded us in a rigorous science, developed sufficiently that we can and
should do some good, taking action on troubling issues that are ever more
plainly visible, and call for our attention.
hn-HCI
Perhaps the most dramatic instance of the power of hn-HCI to capture the
imaginations and energies of researchers in our field is the meteoric rise of
studies of sustainable HCI (Blevis, 2007; Blevis and Stolterman, 2007;
Huang et al., 2009; Mankoff et al., 2008; Tomlinson, 2010). Sustainable
HCI is concerned with: (1) designing technologies that reduce impacts on
the environment (e.g., through longer cycles of obsolescence; see Blevis,
2007) and (2) designing technologies that help people reduce impact on the
environment through behavioral change (such as digital meters informing
people of their energy use, e.g., Amsel and Tomlinson, 2010; Mankoff et
al., 2007). In an analysis of the literature in sustainable HCI, DiSalvo,
Sengers and Brynjarsdóttir (2010a) report that heterogeneous methods,
orientations, and approaches characterize what they call the “explosive
growth” of sustainable HCI. The authors point to its near overnight success
as a visible and valued focus of research in HCI. They observe that broad
issues of culture, lifestyle, democracy, participation, politics, and
professional design practice infuse discussions of sustainable HCI. This
“explosion” of interest began in 2007, and marks a watershed as HCI takes
on problems of significantly increased scope.
However, DiSalvo, Sengers, and Brynjarsdóttir (2010b) also observe
that HCI may not be fully ready conceptually and methodologically to
address the problems sustainable HCI seeks to solve.
[T]he packageable methods popular in HCI map poorly to sustainability because they
fail to take into account the complexity of the problem (Blevis, 2007) . . . [D]esign
driven by formal models of user needs leads to rapid obsolescence when new needs are
found (Wakkary and Tanenbaum, 2009) . . . [E]valuation of long-term and systemic
effects is a blind spot for HCI (Huang et al., 2009; Nathan, 2008).
Kuutti argues that activity theory, which has been oriented toward
history and development since its inception, is a “dynamically oriented
alternative” theory for studies of human computer interaction. We concur,
and further suggest that activity theory is especially pertinent to hn-HCI
with its particular concerns arising directly out of specific historical events
and conditions. Activity theory presupposes and theorizes change, rather
than aiming at nomothetic generalization that more or less stops time.
An argument against the timeless moment of the laboratory is not an
argument against experimentation, but opposes experimentation in which a
roster of tasks is examined in laboratories under the assumption that
experimental control is possible because (in part) the tasks are timeless. hn-
HCI begins with an understanding of a mutable historical reality from
which experiments may be devised, rather than the axiomatic belief that a
tractable set of generic tasks exists that we can study in pure form. As
discussed in Chapter 2, formative experiments emphasizing transformation
over time are a key method in activity theory.
Kuutti observed that the acceptance of dynamism leads directly to a
“sensitivity to history.” All activities are historically formed, and they thus
“carry with them the history of their development” (2011). A historical
analysis of the development of an activity is a means by which to clarify
and understand the current situation (Kuutti, 2011). Technology itself is
always changing, intertwining with, and giving rise to changes in practice
(Huizing and Cavanagh, 2011).
Stetsenko (2008) observes that “necessary components of a
commitment to social transformation presuppose understanding that social
institutions are malleable, historically contingent, and fluid, and therefore
require a historically based understanding.” By its very nature, hn-HCI
embodies this stance. But its theoretical development is nascent; work to
date has focused on consideration of technology within the compelling
domains the work addresses rather than theoretical analysis or development.
We believe that activity theory’s understandings of history and change
are useful resources for the transformative project of hn-HCI. In particular,
the emphasis on artifact mediation as a process of change is crucial. As
Kuutti (2011) notes, “A typical way of inducing a purposeful change in an
activity is re-mediation: change in some of the mediating artifacts.” How do
artifacts and their uses change, and what effects do the changes have? These
considerations rarely arise in lab studies of the human information
processor variety, or even field studies, yet they are crucial in the real
world. Activity theory’s emphasis on artifacts as mediators of change is
central to the concerns of hn-HCI (see also Bødker and Andersen, 2005;
Bødker and Klokmose, 2011).
Just as time is often deleted in our analyses, so is space. Cartesian
space is important but we call special attention to human culture and
identity as they emergently change across space. (Cartesian space itself is of
course implicated in constructing and defending culture and identity.) ICTD
and comparative informatics in particular investigate implicit assumptions
about culture and identity that constitute universalizing moves to
generalize. These moves often turn out to call on typified experience
extracted and decontextualized from the geographical point of origin of a
technology. For example, as word processing technology traveled from its
original home in California—the locale that established its typification—it
carried with it presumptions of American usage. Eventually the design
bumped up against other realities such as the Danish alphabet. These
confrontations forced reexamination, but not before leading Danes to
experiment with some awkward adaptations. For example, a Danish travel
blog writer recounted how when using “un-Danish” computers, it was
possible to write æ, ø and å with the following codes
æ : 0230
Æ : 0198
@ : 064
ø : 0248
Ø : 0216
å : 0229
Å : 0197
by holding down the alt key while typing the numeric code for each letter
(Nardi, Clemmensen, and Vatrapu 2011). Clemmensen (2010) reported the
exasperation of Danish domain name owners when the full Danish alphabet
was finally accommodated in domain names:
I own a company “Åberg El,” and we have through the past five years had our website
on the following domains:
aaberg-el.com
aaberg-el.dk
aaberg-el.se
aaberg-el.no
These pages are well-known and constantly used by our customers. ÆØÅ is
introduced as domain names, and suddenly Åberg-el must invest in the domains:
åberg-el.com, etc . . . If you do not own both the domain with “aa” and that with “å,”
you risk losing either the old customers or potential customers. Even worse, a domain
shark or a competitor bought the domain with either “aa” or “å” (Wenix, 2003, cited in
Clemmensen).
As we traverse global space, encountering new cultures, practices, and
identities, it is necessary that we acknowledge and theorize them,
recognizing the unevenness of technological experience as it varies across
space. Patterson et al. (2009) discussed the perils of “design at a distance,”
recounting how their design ideas formulated in the US were discarded one
by one as they encountered reality in the actual cultural and geographical
spaces of low-income Zambia and South Africa. The authors emphasized
that identifying the particularities of specific spaces is essential and
difficult:
[We believed] that we were one type of user, and Africans were a homogenous “other”
kind of user. This was our implicit justification for doing initial background
investigations with people from places as varied as Sierra Leone and Kenya, even
though these were not the environments in which we were planning to deploy our
technologies.
Finally, hn-HCI demands that we alter the usual scope of our analyses.
Small laboratory studies, localized ethnographies, and the study of
microinteractions in ethnomethodological investigations usually fail to get
at what information philosopher Jannis Kallinikos (2004) memorably calls
“essential strips of reality.” Kallinikos argued that construals of technology
“cannot be exhausted at the very interface upon which humans encounter
technology. Essential strips of reality are not observable or even describable
at the level of contextual encounters.” Kallinikos points out that when
sticking only to localized analyses, we misapprehend contemporary
technologies and technological systems whose form and function
(Kallinikos, 2012) go far beyond the user interface or simple notions of user
experience. Large information systems implicated in our daily lives
(banking systems, electronic patient record systems, databases of all kinds,
for example) are outside the scope of traditional usability HCI metrics.
Rather than being “adaptable,” “customizable,” or amenable to “interpretive
flexibility,” on the contrary, these systems exhibit considerable rigidity,
usually making it impossible for users to fix errors (e.g., banking errors or
misinformation about one’s medical status or criminal history) without
engaging large and sometimes daunting institutions. Rather than adhering to
HCI’s optimistic notions of user control, choice, and preference, these
systems often entail serious risks such as wrongful caching and propagation
of consequential information. The “user interface” is in fact a very small
aspect of our experience with crucial everyday information systems.
Of course in traditional HCI this did not matter; the user interface was
established as the key point of inquiry—the correct “strip of reality” to
which our attentions were properly directed. But without quite realizing it,
hn-HCI has, in its bottom-up, inductive way, relinquished narrowly
conceived notions of user interaction, moving attention forward to issues of
considerably larger scope. For example, Blevis (2007), in an award-winning
CHI paper, indicates the need to reconstitute HCI so that we take seriously
the entire life cycle of a technology, interpolating recycling, reuse, disposal,
and so on, within focal HCI concerns. Palen et al. (2007) detail the
intricacies of citizen-government relations in managing and responding to
disasters, and what those societal-scale relations mean for HCI. Wong
(2009) discusses the need to broaden the scope of HCI if research is to
achieve meaningful results: “Researchers should . . . consider . . . the design
context to be a world radically altered by environmental damage; solutions
that fit into today’s lifestyles risk irrelevance” (2009). Wong succinctly
captures essential hn-HCI analytics: time (changing environmental
damage), cultural space (certain lifestyles), and scope (the world). These
analytics are not standalone “variables;” they represent mutually
influencing, holistic conditions we must apprehend, and respond to, if our
work is to avoid “risking irrelevance.”
Within a larger context of human-centered computing, Kaptelinin and
Bannon (2012) frame the argument by observing that HCI is still typically
circumscribed by notions of technological products, but that we must
appreciate more broadly construed “habitats.” Kuutti (2010) notes that in
Europe “user experience” research is badly undertheorized; there has even
been a retreat to “personal, practice-grounded opinions” that “define what
user experience means.”
Throughout the years we have seen a steady stream of calls for more
expansive, principled formulations to enlarge the scope of HCI beyond
parochial limits of technological products and practice-oriented strategies
(e.g., Bannon, 2011; Carmien et al., 2005; Fischer et al., 2004; Forlizzi,
2008; Friedman et al., 2006; Kirsh, 2001; Nardi, 1996a; Spinuzzi, 2003).
Bannon is clear that we have not yet achieved the potential of these
approaches:
We should not believe that applying new labels such as “human centered” to HCI or
computing or design in itself changes anything. Rather, the name change points to a
more bottom-up process of rediscovering our human potential and reconstructing the
very foundations on which we attempt to build any form of human-centered
informatics (Bannon, 2011).
CONCLUSION
Stetsenko (2008) remarks that scholars moving toward more intense study
of their domains often begin to reinvent the basics of activity theory as they
seek to ground the work conceptually. We hope, with this book, to save you
the trouble! It has been our intent to gather together activity theory basics in
the most straightforward way possible, summarizing nearly 100 years of
work that has traveled slowly but steadily from its beginnings in Soviet
Russia, into Europe, North America, and Asia. We close the book with
tremendous optimism. In this chapter we identified and characterized hn-
HCI, a promising development in studies of human-computer interaction.
We believe activity theory can enhance this line of research. We are inspired
to see HCI scholarship that puts problems first, leaving a crucial opening
for theory. We discussed the close match between the concerns of hn-HCI
and core activity theory precepts: history, culture, development,
technological mediation. We see these notions sneaking into hn-HCI
studies, but in tentative, piecemeal ways. This book should enable readers
to appropriate the concepts in a more integrated, principled manner.
Perhaps most importantly, we invite readers to visit the work of the
activity theory scholars whose research we have discussed. The proof of the
pudding ultimately lies in the thoughtful contributions of these members of
the HCI community (and beyond). The research practices in this work tell a
tale of their own: multi-year projects, intensive participant-observation,
participatory design, theoretical reflection and development, and dedication
to understanding culture and history. These practices are not just common
sense; they arise directly from the theoretical concerns of activity theory
and its characterization of human activity. The payoff of careful, patient
inquiry lies in attaining knowledge derived from the application of a theory
that insists that what is important in human life cannot always be seen in
few moments, that we possess a strong potential for human development,
and that culture and history are shaping but not determinative forces.
We return to Stetsenko’s cautionary words on the profound costs of
ignoring theory. hn-HCI in particular, but HCI at large as well, represent a
significant progressive project within the larger field of computer science.
The human face of computing is vivid and present because of the labors of
the HCI community. To push our concerns forward, we can grow HCI with
a theory as powerful and encompassing as the reductionist theories we
discussed as we opened the book. Activity theory’s message, in place of a
story of immutable genetics, is that culture and history matter, that change
belongs to us, that a move to a “collaborative historical becoming,” as
Stetsenko says, is a challenge we can and should embrace. The reductionist
synthesis prevails because it is unafraid to ask what it means to be human,
and to offer a definite (if simplistic, in our view) answer. Absent other
answers, the confident, crisply stated propositions issuing from the neuro-
sociobiological camp reach wider publics, and come to constitute the only
voice in the conversation. It is an irony of the doctrine of polyvocality that
when we listen to many voices, each saying its own thing, we hear the
unintelligible, amounting to a silence.
One answer to this silence is a more collaborative, focused
conversation about theory. Collaborative transformation of the world is an
ongoing, seemingly unstoppable human activity. Stepping into the stream of
historical change, we can contribute to that change through grounded,
reflective action informed by the articulation of coherent theory.
9In using the term reality-based, we reference broad historical realities, not user
interface techniques based on nondigital understandings, e.g., naive physics (see
Jacob et al., 2008).
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Authors’ Biographies
VICTOR KAPTELININ
Victor Kaptelinin is a Professor at the Department of Information Science
and Media Studies, University of Bergen, Norway, and the Department of
Informatics, Umeå University, Sweden. He has held teaching and/or
research positions at the Psychological Institute of Russian Academy of
Education, Moscow Lomonosov University, and University of California,
San Diego, USA. His main research interests are in interaction design,
activity theory, and educational use of information technologies.
BONNIE NARDI
Bonnie Nardi is an anthropologist in the Department of Informatics at the
University of California, Irvine. She is interested in social life on the
Internet and works with activity theory as her principal orientation.
Bonnie’s recent book on virtual worlds, My Life as a Night Elf Priest: An
Anthropological Account of World of Warcraft, was published by the
University of Michigan Press in 2010. A forthcoming book Ethnography
and Virtual Worlds: A Handbook of Method (with T. Boellstorff, C. Pearce.
and T.L. Taylor) will be published in August 2012 by Princeton University
Press.